/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_WAYPOINTMOVEMENTGENERATOR_H
#define ARKCORE_WAYPOINTMOVEMENTGENERATOR_H

/** @page PathMovementGenerator is used to generate movements
 * of waypoints and flight paths.  Each serves the purpose
 * of generate activities so that it generates updated
 * packets for the players.
 */

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "WaypointManager.h"
#include "Path.h"
#include "Traveller.h"

#include "Player.h"

#include <vector>
#include <set>

#define FLIGHT_TRAVEL_UPDATE  100
#define STOP_TIME_FOR_PLAYER  3 * MINUTE * IN_MILLISECONDS           // 3 Minutes
#define TIMEDIFF_NEXT_WP      250

template<class T, class P>
class PathMovementBase
{
public:
    PathMovementBase () :
            i_currentNode(0)
    {
    }
    virtual ~PathMovementBase ()
    {
    }
    ;

    bool MovementInProgress (void) const
    {
        return i_currentNode < i_path->size();
    }

    void LoadPath (T &);
    void ReloadPath (T &);
    uint32 GetCurrentNode () const
    {
        return i_currentNode;
    }

    bool GetDestination (float& x, float& y, float& z) const
    {
        i_destinationHolder.GetDestination(x, y, z);
        return true;
    }
    bool GetPosition (float& x, float& y, float& z) const
    {
        i_destinationHolder.GetLocationNowNoMicroMovement(x, y, z);
        return true;
    }

protected:
    uint32 i_currentNode;
    DestinationHolder<Traveller<T> > i_destinationHolder;
    P i_path;
};

template<class T>

class WaypointMovementGenerator: public MovementGeneratorMedium<T, WaypointMovementGenerator<T> >, public PathMovementBase<T, WaypointPath const*>
{
public:
    WaypointMovementGenerator (uint32 _path_id = 0, bool _repeating = true) :
            node(NULL), path_id(_path_id), i_nextMoveTime(0), repeating(_repeating), StopedByPlayer(false)
    {
    }

    void Initialize (T &);
    void Finalize (T &);
    void MovementInform (T &);
    void InitTraveller (T &, const WaypointData &);
    void GeneratePathId (T &);
    void Reset (T &unit);
    bool Update (T &, const uint32 &);
    bool GetDestination (float &x, float &y, float &z) const;
    MovementGeneratorType GetMovementGeneratorType ()
    {
        return WAYPOINT_MOTION_TYPE;
    }

private:
    WaypointData *node;
    uint32 path_id;
    TimeTrackerSmall i_nextMoveTime;
    WaypointPath const* waypoints;
    bool repeating, StopedByPlayer;
};

/** FlightPathMovementGenerator generates movement of the player for the paths
 * and hence generates ground and activities for the player.
 */
class FlightPathMovementGenerator: public MovementGeneratorMedium<Player, FlightPathMovementGenerator>, public PathMovementBase<Player, TaxiPathNodeList const*>
{
public:
    explicit FlightPathMovementGenerator (TaxiPathNodeList const& pathnodes, uint32 startNode = 0)
    {
        i_path = &pathnodes;
        i_currentNode = startNode;
    }
    void Initialize (Player &);
    void Reset (Player & /*u*/)
    {
    }
    ;
    void Finalize (Player &);
    bool Update (Player &, const uint32 &);
    MovementGeneratorType GetMovementGeneratorType ()
    {
        return FLIGHT_MOTION_TYPE;
    }

    TaxiPathNodeList const& GetPath ()
    {
        return *i_path;
    }
    uint32 GetPathAtMapEnd () const;
    bool HasArrived () const
    {
        return (i_currentNode >= i_path->size());
    }
    void SetCurrentNodeAfterTeleport ();
    void SkipCurrentNode ()
    {
        ++i_currentNode;
    }
    void DoEventIfAny (Player& player, TaxiPathNodeEntry const& node, bool departure);

    bool GetDestination (float& x, float& y, float& z) const
    {
        return PathMovementBase<Player, TaxiPathNodeList const*>::GetDestination(x, y, z);
    }

    void PreloadEndGrid ();
    void InitEndGridInfo ();
private:
    // storage for preloading the flightmaster grid at end
    // before reaching final waypoint
    uint32 m_endMapId;
    uint32 m_preloadTargetNode;
    float m_endGridX;
    float m_endGridY;
};
#endif
